mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
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parent
1230d0d280
commit
0d4221fa59
38 changed files with 176 additions and 360 deletions
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@ -347,8 +347,6 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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meta->addStatement(new GenOp(" @ = float4(1.0f/255.0f, 1.0, 1.0, 0.0);\r\n", ormConfig));
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output = meta;
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Var* viewToTangent = getInViewToTangent(componentList);
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}
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ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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@ -544,9 +542,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Get the detail id.
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Var *detailInfo = _getDetailIdStrengthParallax();
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// This is done here to make sure the macro arrays are the correct size
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Var* macroInfo = _getMacroIdStrengthParallax();
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// Create the detail blend var.
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Var *detailBlend = new Var;
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detailBlend->setType( "float" );
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@ -1324,7 +1319,6 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
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{
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
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if (!blendHardness)
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@ -624,7 +624,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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Var *detailInfo = _getDetailIdStrengthParallax();
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// Done here to keep array indexes aligned
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Var* macroInfo = _getMacroIdStrengthParallax();
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_getMacroIdStrengthParallax();
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// Create the detail blend var.
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Var *detailBlend = new Var;
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@ -1414,7 +1414,6 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
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{
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
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if (!blendHardness)
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@ -1172,7 +1172,7 @@ void TerrainBlock::_updatePhysics()
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SAFE_DELETE( mPhysicsRep );
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PhysicsCollision *colShape;
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PhysicsCollision *colShape = NULL;
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// If we can steal the collision shape from the local server
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// object then do so as it saves us alot of cpu time and memory.
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@ -1187,22 +1187,31 @@ void TerrainBlock::_updatePhysics()
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}
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else
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{
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// Get empty state of each vert
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bool *holes = new bool[ getBlockSize() * getBlockSize() ];
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for ( U32 row = 0; row < getBlockSize(); row++ )
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for ( U32 column = 0; column < getBlockSize(); column++ )
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holes[ row + (column * getBlockSize()) ] = mFile->isEmptyAt( row, column );
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if (getBlockSize() > 0)
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{
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// Get empty state of each vert
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bool* holes = new bool[getBlockSize() * getBlockSize()];
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for (U32 row = 0; row < getBlockSize(); row++)
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for (U32 column = 0; column < getBlockSize(); column++)
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holes[row + (column * getBlockSize())] = mFile->isEmptyAt(row, column);
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colShape = PHYSICSMGR->createCollision();
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colShape->addHeightfield( mFile->getHeightMap().address(), holes, getBlockSize(), mSquareSize, MatrixF::Identity );
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colShape = PHYSICSMGR->createCollision();
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colShape->addHeightfield(mFile->getHeightMap().address(), holes, getBlockSize(), mSquareSize, MatrixF::Identity);
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delete [] holes;
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delete[] holes;
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}
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}
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if (getBlockSize() > 0)
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{
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PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
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mPhysicsRep = PHYSICSMGR->createBody();
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mPhysicsRep->init(colShape, 0, 0, this, world);
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mPhysicsRep->setTransform(getTransform());
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}
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else
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{
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SAFE_DELETE(mPhysicsRep);
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}
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PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
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mPhysicsRep = PHYSICSMGR->createBody();
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mPhysicsRep->init( colShape, 0, 0, this, world );
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mPhysicsRep->setTransform( getTransform() );
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}
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void TerrainBlock::onRemove()
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@ -1470,7 +1479,6 @@ bool TerrainBlock::renameTerrainMaterial(StringTableEntry oldMatName, StringTabl
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{
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if (mFile->mMaterials[i]->getInternalName() == oldMatName)
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{
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TerrainMaterial* oldMat = mFile->mMaterials[i];
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mFile->mMaterials[i] = newMat;
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}
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}
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